/Engine/Plugins/Animation/IKRig/Source/IKRig/Public/Rig/Solvers/IKRig_FBIKSolver.h
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType) class UIKRig_FBIKBoneSettings : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
FName
Bone
The bone these settings are applied to.
bool
bUsePreferredAngles
When true, this bone will "prefer" to rotate in the direction specified by the Preferred Angles when the chain it belongs to is compressed.
float
MaxX
Range is 0 to 180 (Default is 0).
float
MaxY
Range is 0 to 180 (Default is 0).
float
MaxZ
Range is 0 to 180 (Default is 0).
float
MinX
Range is -180 to 0 (Default is 0).
float
MinY
Range is -180 to 0 (Default is 0).
float
MinZ
Range is -180 to 0 (Default is 0).
float
PositionStiffness
Range is 0 to 1 (Default is 0).
FVector
PreferredAngles
The local Euler angles (in degrees) used to rotate this bone when the chain it belongs to is squashed.
float
RotationStiffness
Range is 0 to 1 (Default is 0).
EPBIKLimitType
X
Limit the rotation angle of the bone on the X axis.
EPBIKLimitType
Y
Limit the rotation angle of the bone on the Y axis.
EPBIKLimitType
Z
Limit the rotation angle of the bone on the Z axis.